📄 handweaponmodel.h
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// ----------------------------------------------------------------------- //
//
// MODULE : HandWeaponModel.h
//
// PURPOSE : Player view weapon model definition
//
// CREATED : 1/15/98
//
// ----------------------------------------------------------------------- //
#ifndef __HANDWEAPONMODEL_H__
#define __HANDWEAPONMODEL_H__
#include "cpp_engineobjects_de.h"
#include "cpp_server_de.h"
typedef struct HandModelData_t
{
DDWORD dwClientID;
DBOOL bLeftHand;
} HandModelData;
class CWeapon;
class CHandWeaponModel : public BaseClass
{
public :
CHandWeaponModel();
virtual ~CHandWeaponModel();
void SetPlayerOwned( DBOOL bOwnedByPlayer ) { m_bOwnedByPlayer = bOwnedByPlayer; }
void SetWeaponOwner( CWeapon *pWeapon ) { m_pWeaponOwner = pWeapon; }
void SetVisible(DBOOL bVisible);
void SetType(DDWORD dwType) { m_dwType = dwType; }
void SetClient(HCLIENT hClient, DBOOL bLeftHand) { m_hClient = hClient; m_bLeftHand = bLeftHand; }
void Drop();
DBOOL Update();
protected :
DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData);
private :
DBOOL m_bDropped;
DDWORD m_dwType;
DBOOL m_bOwnedByPlayer;
DBOOL m_bLeftHand;
HCLIENT m_hClient;
DBOOL m_bFirstUpdate;
DBOOL m_bVisible;
CWeapon *m_pWeaponOwner;
DDWORD m_dwClientID;
};
// ----------------------------------------------------------------------- //
//
// ROUTINE: CHandWeaponModel::SetVisible()
//
// PURPOSE: Sets or clears the visible flag
//
// ----------------------------------------------------------------------- //
inline void CHandWeaponModel::SetVisible(DBOOL bVisible)
{
m_bVisible = bVisible;
}
#endif // __HANDWEAPONMODEL_H__
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